利用UIBezierPath實現的橡皮筋動畫效果(OC版)
本教程旨在說明第三方庫DGElasticPullToRefresh的橡皮筋動畫效果的實現原理,不過它使用swift實現的,平時用OC最多,顧抽出時間翻譯成OC版,供大家參考。
前提:
在講這篇教程之前,如果你對UIBezierPath和CAShapeLayer還不熟悉的話,那需要對這兩個方面要做了解,這樣才能夠看懂代碼部分。UIBezierPath可以繪制貝塞爾曲線,那么就需要設置控制點,這里分為三段,其中L3和L2、R1和R2、c和R1,效果如下圖所示:
1、初始狀態效果
2、拉伸后的效果
拉伸后會有個回彈效果,為了達到這種效果,可以通過CADisplayLink來實現,它將在主run loop中運行,并且每幀調用一次所需的功能。
實現:
one part
- (void)viewDidLoad { [super viewDidLoad]; _minimalHeight = 50.0; //原始狀態的高度 _maxWaveHeight = 100.0; //最高狀態的高度 _animating = NO; self.view.userInteractionEnabled = YES; //矩形框 _shapeLayer = [CAShapeLayer layer]; _shapeLayer.frame = CGRectMake(0, 0, self.view.bounds.size.width, _minimalHeight); _shapeLayer.backgroundColor = [UIColor colorWithRed:91/255.0 green:144/255.0 blue:212/255.0 alpha:1.0].CGColor; [self.view.layer addSublayer:_shapeLayer]; //添加手勢,可以改變frame的高度 UIPanGestureRecognizer *panG = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(panGestureDidMove:)]; [self.view addGestureRecognizer:panG]; } - (void) panGestureDidMove:(UIPanGestureRecognizer *)pan { if (pan.state == UIGestureRecognizerStateEnded || pan.state == UIGestureRecognizerStateFailed || pan.state == UIGestureRecognizerStateCancelled) { } else { CGFloat testHeight = _minimalHeight + MAX([pan translationInView:self.view].y, 0); CGRect rect = _shapeLayer.frame; rect.size.height = testHeight; _shapeLayer.frame = rect; } }解釋:這里很簡單,先初始化一個CAShapeLayer矩形框圖層,然后給視圖添加拖動的手勢,利用當前手指拖動時視圖中point中的y坐標來改變CAShapeLayer的高度。

仔細觀察,會發現當改變圖層的高度時,會有一點點延時出現,那這樣效果不好,又該怎么去解決呢?那么就需要添加下面一行代碼來防止這種現象的出現。
_shapeLayer.actions = @{@"position":[NSNull null],@"bounds":[NSNull null],@"path":[NSNull null]}; //關閉隱式動畫,防止帶來延遲效果添加到addSubLayer:方法前面,再次運行程序,發現之前延時的效果已經沒有了。
two part
這部分就是添加之前提及的7個控制點,l1、l2、l3、c、r1、r2、r3,這7個點其實是一個3x3的view,代碼如下:
_l3ControlPointView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 3, 3)]; _l3ControlPointView.backgroundColor = [UIColor redColor]; [self.view addSubview:_l3ControlPointView]; _l2ControlPointView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 3, 3)]; _l2ControlPointView.backgroundColor = [UIColor greenColor]; [self.view addSubview:_l2ControlPointView]; _l1ControlPointView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 3, 3)]; _l1ControlPointView.backgroundColor = [UIColor orangeColor]; [self.view addSubview:_l1ControlPointView]; _cControlPointView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 3, 3)]; _cControlPointView.backgroundColor = [UIColor blueColor]; [self.view addSubview:_cControlPointView]; _r1ControlPointView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 3, 3)]; _r1ControlPointView.backgroundColor = [UIColor orangeColor]; [self.view addSubview:_r1ControlPointView]; _r2ControlPointView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 3, 3)]; _r2ControlPointView.backgroundColor = [UIColor purpleColor]; [self.view addSubview:_r2ControlPointView]; _r3ControlPointView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 3, 3)]; _r3ControlPointView.backgroundColor = [UIColor whiteColor]; [self.view addSubview:_r3ControlPointView];接下來需要做一個UIView extension,當動畫從一個frame到另外一個frame時,需要獲取UIView.frame和UIView.center來代替當前的動畫以達到最終的動畫效果;所以我們就需要獲取到UIView.layer.presentationLayer的position;這里涉及到一個presentationLayer,做動畫時presentationLayer里面的值就是當前屏幕的值,這里就不一一贅述。代碼如下:
- (CGPoint) usePresentationLayerIfPossible:(BOOL)theBool { if (theBool == YES) { CALayer *theLayer = self.layer; return [[theLayer presentationLayer] position]; } return self.center; }
three part
創建當前路徑的方法,就是繪制貝塞爾曲線,其中兩個點是控制點,其中l3和l2、c和r1、r1和r2,這里涉及到UIBezierPath繪制貝塞爾曲線知識,返回當前shapeLayer的CGPath,代碼如下
- (CGPathRef )currentPath { CGFloat width = self.view.bounds.size.width; UIBezierPath *bezierPath = [UIBezierPath bezierPath]; [bezierPath moveToPoint:CGPointMake(0, 0)]; [bezierPath addLineToPoint:CGPointMake(0, [_l3ControlPointView usePresentationLayerIfPossible:_animating].y)]; [bezierPath addCurveToPoint:[_l1ControlPointView usePresentationLayerIfPossible:_animating] controlPoint1:[_l3ControlPointView usePresentationLayerIfPossible:_animating] controlPoint2:[_l2ControlPointView usePresentationLayerIfPossible:_animating]]; [bezierPath addCurveToPoint:[_r1ControlPointView usePresentationLayerIfPossible:_animating] controlPoint1:[_cControlPointView usePresentationLayerIfPossible:_animating] controlPoint2:[_r1ControlPointView usePresentationLayerIfPossible:_animating]]; [bezierPath addCurveToPoint:[_r3ControlPointView usePresentationLayerIfPossible:_animating] controlPoint1:[_r1ControlPointView usePresentationLayerIfPossible:_animating] controlPoint2:[_r2ControlPointView usePresentationLayerIfPossible:_animating]]; [bezierPath addLineToPoint:CGPointMake(width, 0.0)]; [bezierPath closePath]; return bezierPath.CGPath; }由于接下來需要使用CADisplayLink的selector(),那么就需要shapelayer被更新,更新shapelayer的路徑(path)。
- (void) updateShapeLayer { _shapeLayer.path = [self currentPath]; }four part
之前創建了多個控制點,那么當拖動的時候這些控制點位置也是改變的,就需要去布局拖動后各個控制點。代碼如下
- (void) layoutControlPoints:(CGFloat)baseHeight waveHeight:(CGFloat)waveHeight locationX:(CGFloat)locationX { CGFloat width = self.view.bounds.size.width; CGFloat minLeftX = MIN((locationX - width / 2.0) * 0.28, 0); CGFloat maxRightX = MAX(width + (locationX - width / 2.0) * 0.28, width); CGFloat leftPartWidth = locationX - minLeftX; CGFloat rightPartWidth = maxRightX - locationX; _l3ControlPointView.center = CGPointMake(minLeftX, baseHeight); _l2ControlPointView.center = CGPointMake(minLeftX + leftPartWidth*0.44, baseHeight); _l1ControlPointView.center = CGPointMake(minLeftX + leftPartWidth*0.71, baseHeight + waveHeight*0.64); _cControlPointView.center = CGPointMake(locationX, baseHeight + waveHeight*1.36); _r1ControlPointView.center = CGPointMake(maxRightX - rightPartWidth*0.71, baseHeight + waveHeight*0.64); _r2ControlPointView.center = CGPointMake(maxRightX - (rightPartWidth*0.44), baseHeight); _r3ControlPointView.center = CGPointMake(maxRightX, baseHeight); }解釋:
baseHeight:baseHeight + waveHeight = 全高
waveHeight:曲線的高度
locationX:手指滑動點的X坐標
width:視圖的寬度
minLeftX:定義l3視圖的position坐標的X最小值,這個值可以小于0
maxRigthX:定義r3視圖的position坐標的X最小值
leftPartWith:locationX和minLeftX的距離
rightPartWidth:maxRightX和locationX的距離
這里涉及參數比較多。
five part
更新panGestureDidMove方法,當拖動時需要更新各個點的位置,代碼如下:
- (void) panGestureDidMove:(UIPanGestureRecognizer *)pan { if (pan.state == UIGestureRecognizerStateEnded || pan.state == UIGestureRecognizerStateFailed || pan.state == UIGestureRecognizerStateCancelled) { CGFloat centerY = _minimalHeight; _animating = YES; } else { CGFloat maxF = [pan translationInView:self.view].y; CGFloat additionalHeight = MAX(maxF, 0); NSLog(@"=========%f",maxF); CGFloat waveHeight = MIN(additionalHeight * 0.6, _maxWaveHeight); CGFloat baseHeight = _minimalHeight + additionalHeight - waveHeight; CGFloat locationX = [pan translationInView:self.view].x + pan.view.center.x; //視圖上手指滑動的x坐標,也就是波浪的頂部 NSLog(@"+++++++%f",locationX); if (maxF > 150) { } else { [self layoutControlPoints:baseHeight waveHeight:waveHeight locationX:locationX]; [self updateShapeLayer]; } } }six part
接下來需要計算初始的高度、波浪的高度、手指移動的坐標,那么就需要調用之前創建的方法;一個是布局控制點的layoutControlPoints方法和更新shapeLayer圖層路徑的updateShapeLayer方法。在viewDidLoad:方法最下面添加如下方法:
[self layoutControlPoints:_minimalHeight waveHeight:0.0 locationX:self.view.bounds.size.width/2]; [self updateShapeLayer];再將shapeLayer.backgroundColor替換成shapeLayer.fillColor
_shapeLayer.fillColor = [UIColor colorWithRed:91/255.0 green:144/255.0 blue:212/255.0 alpha:1.0].CGColor;如果一切沒有問題,運行程序,有點效果出來了,可是當你松開手指的時候,并沒有回彈,那么就需要之前提到的displayLink了。初始化displayLink,將其運行在mainRunLoop中。
_displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(updateShapeLayer)]; [_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode];更改panGestureDidMove:方法,產生彈簧效果
- (void) panGestureDidMove:(UIPanGestureRecognizer *)pan { if (pan.state == UIGestureRecognizerStateEnded || pan.state == UIGestureRecognizerStateFailed || pan.state == UIGestureRecognizerStateCancelled) { CGFloat centerY = _minimalHeight; _animating = YES; [UIView animateWithDuration:0.9 delay:0.0 usingSpringWithDamping:0.57 initialSpringVelocity:0.0 options:UIViewAnimationOptionCurveEaseIn animations:^{ CGPoint pointl3 = _l3ControlPointView.center; pointl3.y = centerY; _l3ControlPointView.center = pointl3; CGPoint pointl2 = _l2ControlPointView.center; pointl2.y = centerY; _l2ControlPointView.center = pointl2; CGPoint pointl1 = _l1ControlPointView.center; pointl1.y = centerY; _l1ControlPointView.center = pointl1; CGPoint pointc = _cControlPointView.center; pointc.y = centerY; _cControlPointView.center = pointc; CGPoint pointr1 = _r1ControlPointView.center; pointr1.y = centerY; _r1ControlPointView.center = pointr1; CGPoint pointr2 = _r2ControlPointView.center; pointr2.y = centerY; _r2ControlPointView.center = pointr2; CGPoint pointr3 = _r3ControlPointView.center; pointr3.y = centerY; _r3ControlPointView.center = pointr3; } completion:^(BOOL finished) { _animating = NO; }]; } else { CGFloat maxF = [pan translationInView:self.view].y; CGFloat additionalHeight = MAX(maxF, 0); NSLog(@"=========%f",maxF); CGFloat waveHeight = MIN(additionalHeight * 0.6, _maxWaveHeight); CGFloat baseHeight = _minimalHeight + additionalHeight - waveHeight; CGFloat locationX = [pan translationInView:self.view].x + pan.view.center.x; //視圖上手指滑動的x坐標,也就是波浪的頂部 NSLog(@"+++++++%f",locationX); if (maxF > 150) { } else { [self layoutControlPoints:baseHeight waveHeight:waveHeight locationX:locationX]; [self updateShapeLayer]; } } }已經添加了彈簧效果,運行程序,將達到如下效果。
原博客地址:傳送門 如有不足,還望指點!
github:源碼